############################################################################### # This is an example mission text file. # Important rules: # - There are several blocks like "INFO" consisting of special attributes # - Assigments have the form "attribute = value" and are put in one line # - All attributes are optional if not described as "required" # - Everything is case-insensitive (iNfO=info=INFO) # - Quotes have to be used if a value consists of whitespace (tabs, spaces) # - Comments start with a '#' and end with a line feed (end of line) # - Syntax errors are currently displayed on stderr when initing the mission ############################################################################### ############################################################################### # INFO block: # NAME: Mission name # BRIEFING: Mission briefing # PILOTnn: Allied pilot number nn, nn in [1...10] # - Allied fighters get their pilots in the order defined here # - Possible values (predefined in this order): # PRIMETIME, HEPTARGON, LARA, SHARK, BOSS, DRDOOM, SHADOW, MATRIX, # FIREBIRD, THUNDER # FIGHTERn: Set fighter selection number n, n in [1...3] # - Possible values: FALCON, HAWK, STORM, HAWK2, REDARROW, PHOENIX # - Predefined: FIGHTER1=FALCON, FIGHTER2=HAWK, FIGHTER3=STORM # WEAPONn: Set weapon pack selection number n, n in [1...3] # - Possible values: AAMPACK, AGMPACK, DFPACK # - Predefined: WEAPON1=AAMPACK, WEAPON2=AGMPACK, WEAPON3=DFPACK # MAXTIME: Maximum time in seconds (float) to receive a score bonus # Predefined: 120s ############################################################################### INFO name = "DEMO1" briefing = "We place an enemy fighter near the player and a surface air cannon to flat ground. After 15 seconds dr doom will appear near the player and help." PiLoT1 = DRDOOM pilot2 = primetime maxtime = 150 ############################################################################### # TERRAIN block: # TYPE: Type of landscape to be randomly generated # ALPINE (predefined), ALPINE_LOW, ALPINE_EROSION, ALPINE_SEA, SEA, MOON, # CANYON, DESERT # FILE: 32 bit TGA file, alpha channel=height values, RGB=landscape type # The colors for landscape types depend on the landscape type # Alpine: blue=water, dark green=woods, light green=grass, white=glacier, # grey=gravel, dark grey=rocks # Canyon: blue=water, white=sand, red=stone/rocks, brown=tree&sand # Desert: blue=water, green=cactus, yellow=sand # SCALEHEIGHT: Scaling factor for height values # TREE[0-2]: tree borders for deciduous, coniferious, mixed, pine woods # HEADING: Degree of northern direction, 0...360, 0 is predefined # WEATHER: SUNNY, CLEAR, CLOUDY, DULL, THUNDERSTORM # TIME: Time of the day (hours) in [0...24], determines day/night, sun level ############################################################################### TERRAIN type = alpine_erosion heading = 90 weather = sunny time = 8 ############################################################################### # OBJECT block: a block for each object, first object is the player! # TYPE: Type of object (ignored for the player) # FALCON, SWALLOW, HAWK, HAWK2, BUZZARD, CROW, PHOENIX, REDARROW, # BLACKBIRD, STORM, TRANSPORT, WIESEL, PANTHER, SAM, SAC, PICKUP, TRUCK, # TRUCK2, SAMTRUCK, DESTROYER, CRUISER, TENT, BIGTENT, CONTAINER, HALL, # HALL2, OILRIG, COMPLEX, RADAR, MOONBASE, DEPOT, LASERBARRIER, ASTEROID # PARTY: 1 for player ally, any other value for enemies # LEVEL: Level of artificial intelligence in [0...10], 10 is highest # Note that the difficulty settings influence the level additionally! # X: Relative x coordinate on the map # Y: Relative y coordinate on the map # INITTIME: Time in seconds (float value) after that the fighter appeares # CRITICAL: 1 for mission objective, 0 else # - Enemies are critical at default, allies are not critical at default # - If any allied critical object is destroyed, the mission is failed # - If all critical enemy objects are destroyed, the mission is successful ############################################################################### OBJECT # Player x = 0 y = 0 # always: type is taken from selection, party=1, inittime=0, critical=1 OBJECT # The first enemy type = crow party = 0 level = 2 x = 40 y = 40 # implicit: inittime=0, critical=1 ############################################################################### # RELCOORDS block: set origin of the coordinate system, (0,0) is predefined # FIND: set origin to PLAYER, LASTOBJECT, FLATTERRAIN # Use this feature to place enemies later on near to the player, # or to place ground objects on flat terrain # QUADRANT: Set map quadrant in [1...16] for searching flat terrain # - Quadrants are 1...4 first row, 5...8 second row, etc. # - Note that 4 and 1, or 16 and 1 are adjacent due to the cyclic map # - Leave the quadrant to get the best flat terrain of the map ############################################################################### RELCOORDS find = flatterrain quadrant = 1 # player is at the corner of the first quadrant # so lets set (0,0) to flat terrain somewhere in quadrant 1 OBJECT # place a surface-air-cannon type = sac level = 0 party = 0 x = 0 y = 0 # (0,0) is now at the flat terrain, not the player! critical = 1 RELCOORDS find = player # set player as the origin of the coordinate system OBJECT # get DrDoom (see INFO) as reinforcement after 15 seconds type = falcon party = 1 x = 0 y = 50 inittime = 15 ############################################################################### # TEXT block: print text to the screen # MESSAGE: the message string, currently only one line # STARTTIME: time in seconds (float value) # DELAY: describes how long the text is displayed ############################################################################### TEXT message = "dr doom has arrived!" starttime = 15 delay = 3.5